Why werewolves are underrated:..

by mac2332 on 04 March 2012

Main Deck (60 cards)

Sideboard (15 cards)


Planeswalkers (2)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

Werewolfs haven't been getting the attention they deserve. People seem to think the "flip' is too unreliable. Pass the turn, flip the wolves....oh you can cast two spells...crap. Thankfully there is hope for wolfs, because the pass the turn to flip is just the wrong way to play the pack.

Werewolfs are cards with potential energy. Rather than wasting that sudden and drastic shift in board presence by passing and flipping on your turn at the cost of unspent mana and tempo, just play play another wolf, full moon's rise ect, and increase the potential energy. Your opponent simply has to play a card. Sometimes it is a play he would make anyways, but much of the time they are forced to make a play that they would not make otherwise. Control decks fall into this trap more often than most. A turn 1 waif turn 2 mayor forces them to play the think twice, vapor snag ect on their own turn just to keep the flips from happening and you smashing for 7 - 10 damge on turn 3. In the early turns this can keep their mana wrapped up, and so you are free to keep casting unimpaired.

Once the potential energy has reached a certain point, usually turn 4 or turn 5 i have found that it gets real ugly real fast. The key card of course is moonmist, probably the most underrated card in the block. Again it boils down to potential energy. The card is so much better than simply flip wolfs and attack. Declare attacks first, how are you supposed to defend? If I block and he has moon mist, all my damage is prevented and the wolfs take out a number of my guys... If I don't block then he gets through with a ton of damage...Or what if he is just bluffing mist? The defender has to consider both scenario's. With the mist functioning as an instance, the defender has to consider both sides of the card, and so can't safely block unless the block handles both sides of the card. If he lets the unflipped cards through, you have a choice to either flip for extra damage or hold onto it for the next turn and now let your fella's flip with a pass after getting something out of it!

Now lets say you slow play mist. How is an aggressive zombie deck going to figure out attacks? Attacks will bash the human side in...but what if he flips, prevents all my damage, and then comes at me next turn with a bunch off beefy crushers hungry for nerd brains? Again, the "potential" threat of mist makes it the most underrated card in the block.

Other strengths of woofs?

One of the only tribal decks able to have double pump by turn 3 with T2 mayor and t3 immer (merefolk would be the other).

Full moon's rise is hugely underrated for its ability to protect against board wipe and spot removal with "regenerate all werewolfs." As a plus, once the moon is on the table, you don't need mana to activate the ability which makes it double nasty. I'm not sure what other card in the block can give that kind of value.

You can side in different wolves for different threats, thus both maintaining your potential flip threat and dealing with their deck. Control deck? Bring in the low cost fella's and aggro them out. Delver or spirits? Bring in some extra day breaks. Artifact based decks? Afflicted deserter has lasting artifact removal with the added 3 damage zing. In addition, Ancient grudge, crushing vines and naturalize all fit into the deck seamlessly. Zombies? Grave crawler doesn't look so hot when you are taking 2 damage every time you cast from the grave, or reanimate whatever with the lich.

Mana curve is very low, with a max cost of 4, for the kind of power this deck generates.

New favorite nerd stomping draw... t1 waif or captive, t2 mayor or shepherd, t3 immer, outlaw,shepherd or fullmoon, t4 instigator, immer, outlaw, or shepherd with the mist waiting, t5 smash nerd to the face, mist and laugh. T5 swing in best circumstance (and so almost never) is for 33 damage.

Cards in the deck that could be considered dubious:
Faithless looting: Not all draws are perfect, so spending some time and energy on faithless looting can fix you into a better curved hand. I've liked having it on a couple occasions.
Prey upon: Added spot removal seems like a must since daybreak ranger doesn't always kick in right when you need him to.
Wild Hunger: Provides the extra thrust to win a close game, surprise a titan trying to eat your 3/3, make the flipped kruin outlaw slaughter just about anything. Get a little card advantage through flashback.
Green sun's zeinth: Get whatever woof you need if the game drags on.

Worst match up seems to be against reanimator simply because it can often put a turn 4 elish on the table. Comes down to if they get it out turn 4 or turn 5 and who is going first. Best to side in the fast and aggressive fellas.

Mayor still remains a prime target for gut shot, tragic slip geist flame (with great power comes great fragility). You can play around it a bit if you have an immer in hand by slow playing it to turn 4. Still a good push with T4 mayor then mist.

BTW, In this style of deck huntsmaster and garruk are over-rated. That being said, in other decks they remain beasts that can have a huge impact.

Final benefit to the wolf deck...it is a cheap deck to put together!!

Would love to hear thoughts and responses.

Deck Tags

  • Tribal

Deck at a Glance

Social Stats

72
Likes

This deck has been viewed 54,932 times.

Mana Curve

Mana Symbol Occurrence

0002126

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Why werewolves are underrated: A Novel

idk if it was because i was already tired before i read your trilogy, but i fell asleep to it...

Huntmaster of the Fells | Ravager of the Fells were is this card at?

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Posted 05 March 2012 at 10:25

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Huntmaster of the Fells doesn't have full potential with Immerwolf and this deck is mostly to quickly play and buff wolfes.

Nice description and a good read. I have a Werewolf deck but it is still in the making, have the same idea as you, but will probably have 2x Huntmaster of the Fells in sideboard for the really nasty decks (and some other stuff).

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Posted 05 March 2012 at 14:12

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if immerwolf is a problem for huntmaster... remove immerwolf and add huntmaster :D jk

well, check my RG Manabarbs option... its not werewolf deck... only ww I use is Huntmaster =P
but its an aggressive deck, different of those ramp or ww around.

http://www.mtgvault.com/ViewDeck.aspx?DeckID=305980

Comment and Like it.
Help with sideboard.

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Posted 05 March 2012 at 16:45

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I agree i almost everything you said... except for two things:

1.Huntmaster stills being a great card, even with immerwolf... As most of the removal spells use to go against the mayor or the immer, nevermind... if they kill the mayor, you still having immerwolf that pumps, and just using once the abilities of both sides of huntmaster is damm cool for 4 manas (gain 2 life, put a token that will be buffed anyway with mator or immer-deal 2 damage to creature, 2 damage to player, trample by itself)... if you flip it just once, still being great!

2- I still prefer having some burn spells (ANY: shock, incinerate or brimstone) than the prey upon, or the wild hunger. The first is a sorcery, what matters a lot in this deck, and the second one... well, it´s expensive, you will usually play it in your turn, probably you already have the trample with full moon´s rise, and doesn´t look so bright as a good morbid volley...

In my werewolf deck I like to play young wolf too, but nobody seems to put it in the werewolf deck... but it´s cheap, has a nice sinergy with brimstone, immerwolf and mayor flipped... and it´s an early wall to block while you are preparing a nice pack. It becomes a 3/3 or 4/4 quite easily, and you don´t mind to sacrifice it in a fight... No doubt wolfbitten captive is better, but I like to keep my mana up, so the burn spells or the menace of a moonmist (real or imaginated by the opponent) stills there...

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Posted 05 March 2012 at 19:09

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Good point with burn spells. In some situations you are able to get more bang for your buck with prey upon, but may as well go with the sure thing. I will throw some in there instead. Not sure which though. Brimstone can hit hardest, but a galvanic blast/shock might be all that is required.

Young wolf just doesn't get there for me. There is no incentive for the opponent to interact with it, and doesn't have the up side smash that either reckless waif or wolfbitten captive do.

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Posted 06 March 2012 at 01:50

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The Crow's Eye is right about huntmaster, but I'll elaborate so that you know what I mean. you are currently using 2 different cards worth 4 mana, with a total of 3 cmc-4 cards in your deck, I'm going to use mondronen shaman as my example, because the two cards are similar.

Day Side:

Huntmaster:
P/T: 2/2
Abilities: 2 Life
2/2 Wolf
Playability: High, 2 creatures works with mayor's and immer's buff abilities and 2 life helps you not die before your massive swing.

Shaman:
P/T: 3/2
Abilities: NA
Playability: Low, 3/2 on turn four, your hoping for something better by now.

It's very obvious here that Huntmaster is better then Shaman so lets have a look at the other side.

Night Side:

Huntmaster:
P/T: 4/4
Abilities: 2 Creature damage
2 Player damage
Playability: Average, Kills a chump blocker, helps you on the way to winning, not as big as you could hope for.

Shaman:
P/T: 5/5
Abilities: 2 Player damage, triggered by opponent spell cast.
Playability: Average, 5/5 is a good size and it,s ability is powerful against Litch and Snappy, good SB card.

Just look at the statistics, regardless of huntmaster's loss to immer, it's still one of the best werewolves out there, on top of all that, your opponent is reluctant to flip him back cause of all of the effects it will trigger.

Maybe i should write an article....

And THAT is why you should use huntmaster.

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Posted 10 March 2012 at 07:37

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I do like huntsmaster, and he is very good in this deck, particularly in a control game if you can get him out. But I just don't want to pay 30 bucks a pop for him. That being said I do have 2 garruks, and those worked well against UB control. Which I am thinking about adding to the sideboard.

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Posted 12 March 2012 at 03:33

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You're my hero now o.O I am currently working on my werewolves and I was looking for tips. Your story was friggin great! That's the exact mentality you should have running creatures like this. Commenting on adding huntmaster: he's about 25 bucks for one copy. Buy two for a deck, your looking at a 50 dollar investment. Imagine the other magic investments you can make with 50 dollars. Unless you pull a huntmaster or trade for one, it's really not worth it. I do think it needs some creature removal (shock, maybe even a devils play) But besides that, your deck seems pretty awesome creature and mana wise! The spells... Maybe some tweaking is required, but besides that, 5 stars :D and thanks for that story. Made my day

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Posted 06 March 2012 at 02:24

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I moved in shocks and an extra looting instead of the prey upon and wild hunger

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Posted 06 March 2012 at 04:08

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Hey man, nicely put. After reading this I made a couple of changes to my wearwolf deck. I would greatly appreciate it if you gave it a look: http://www.mtgvault.com/ViewDeck.aspx?DeckID=293828
+1

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Posted 06 March 2012 at 04:14

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I decided to switch in some birds for a bit of mana ramp. Birds on turn 1 allow for t2 outlaw, daybreak or immerwolf. t2 outlaw helps against zombie decks for the first strike, and a turn 2 immer is good in general, but I think more importantly, it helps for t3 mayor after immer so that way it isn't as susceptible to gutshot, which is his main weakness.

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Posted 09 March 2012 at 08:05

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With birds you are also able to: 1 drop mana down to 20, bring in tracker's instinct.

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Posted 09 March 2012 at 09:13

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Now also playing with 1 gavony township in the deck. I don't know if it is right since it stresses the mana base, but there are some pluses. EX, if you don't have a strong play, you can +1+1 creatures, pass and flip.

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Posted 09 March 2012 at 10:25

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YES. YES YES YES. That is the most persuasive arguement for Werewolves. I will be quoting this at FNM tonight. Well worded my friend!

I love these furry humans. Their inconsistancy isnt a curse, its a boon. It keeps everyone (except you) on their toes, and you know just what will happen if someone slips up.

But there are a few personal suggestions about the content of the deck. Instigator gang is battle cry BUT SO MUCH BETTER. I would throw in at least one more, if not 2.

Tracker Instinct just seems odd. Everything in this deck screams good chemistry, but Instinct isnt that great. You only get 1 creature out of those 4 cards, and none of them could be creatures, then they end up in your graveyard. If you want a creature-finder like this Lead the Stampede is a better option. You don't get the flashback and costs 1 more, but you get to dig down an extra card, the unused cards go back into the library, and you get ALL the creatures you find.

This is my concentrated Werewolves: http://www.mtgvault.com/ViewDeck.aspx?DeckID=299799. But i do think you have the one-up on me here.

Other than that, this deck is stellar. 5 stars my good friend. I applaud you.

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Posted 10 March 2012 at 01:09

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Was testing out the deck some more this weekend. You are right about the tracker's instincts. They just don't mesh all that well. You don't really get any card advantage and you lose a bunch of tempo. Took them out, added in a 3rd instigator gang (which I found to be the key 4 drop) and another incinerate.

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Posted 12 March 2012 at 03:28

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I just wanna say, man, I love you (no homo) I've been looking for a good werewolf deck forever!

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Posted 11 March 2012 at 15:58

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besides having 5 wolfbitten captives bewteen the maindeck and sideboard, this looks pretty killer

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Posted 13 March 2012 at 05:14

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was moving some side board options around, and I guess I missed that. Thanks

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Posted 14 March 2012 at 04:05

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dkjgymnast has deleted this comment.

Posted 13 March 2012 at 05:39

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Love it. Just got back into magic and I've got a werewolf deck in progress, I'd love any feedback (other than, you know, YOU SUCK).

http://www.mtgvault.com/ViewDeck.aspx?DeckID=309113

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Posted 14 March 2012 at 00:17

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Room had to be made in the side board for red sun's zenith and beast within. Both really help with zombie decks and UB control. The exile characteristic of red sun's zenith denies geralf's messenger and grave crawler. Beast within is the only response I am aware of in green and red to phyrexian obliterater that doesn't drop 5 permanents. Beast within also does nicely to get rid of any moorland haunts, oblivion rings ect. I've also gotten a little bit of use out of it by using it on my own bird to bring out a surprise blocker. Not the best use, but in certain situations it comes out ok.

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Posted 14 March 2012 at 04:27

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the one problem with werewolves. "Oh, you just moonmisted?" okay, after that resolves, I lose most of my creatures this turn. then, next turn, Ratchet bomb.

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Posted 14 March 2012 at 19:03

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That being said, I love Werewolves, and hope that this deck is seen by more players

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Posted 14 March 2012 at 19:05

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pretty good deck, i agree, add huntmaster, take out immerwolf

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Posted 14 March 2012 at 19:20

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you dont need the birds and elves strait up werewolves and wolves work just fine

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Posted 14 March 2012 at 19:28

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Too long didn't read

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Posted 15 March 2012 at 00:07

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This past was too short, didn't read.

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Posted 15 March 2012 at 05:32

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You need more Wolf Run

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Posted 15 March 2012 at 01:07

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I really like this deck, and I play with the same style as you when it comes to werewolves: Use the transform mechanic as an advantage, not a weakness. I may switch my mutagenic growth's for shock or incernerates, but I'm not sure yet.

The only suggestion I have would be to take out the llanowar elves and afflicted deserter to main 3 beast within. Afflicted deserter should be side boarded in case your opponent plays a lot of artifacts, and beast within is universal. the 3/3 isn't a problem either. 4 birds is usually a good number for mana excell in a low mana cost deck like this, you don't want to many mana dorks.

I would think of taking out gatstaf for another wolfbitten too. Gatstaf ability is only usefull in certain situations, while wolfbitten is universall. If anything I would sideboard it. Plus one of's just bother me, but that's imo.

This is just me, but I would take out one mountain for another kessig too, to have a better chance of drawing one.with the dual lands and birds, this shouldn't affect your mana fix either.

I don't see any more room, but you should consider huntmaster, if you get ahold of one. It's a very useful card in advantage, pressure, mid-late game and making the players debate if they want to play 2 spells to transform them back. As for immerwolf, someone said on the wizards search forum, "All the awkward interaction is doing is keeping overkill from becoming mega-overkill"

If you have the time Would you check my werewolf deck and comment on it? Thank you.

http://www.mtgvault.com/ViewDeck.aspx?DeckID=291645

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Posted 15 March 2012 at 02:10

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I think you are right about the Sheperds. They curve out well enough if you don't hit a bird or elf on t1. But in hands that you do (about 50%), it sort of sucks to play a 2 drop when you just ramped up to 3. Gonna main in a beast within instead.

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Posted 15 March 2012 at 18:13

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(thx for the delete)

dies to ratchet bomb / bsz.

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Posted 15 March 2012 at 11:59

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most creature-based decks die to BSZ. Good job pointing out the obvious.

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Posted 15 March 2012 at 14:17

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yes, but most COMPETITIVE creature-based decks bounce back from bsz. think humans (doomed traveler, loyal cathar, moorland haunt), g/x aggro (undying), etc.

my point stands that this deck has little resilience to the other competitive standard decks. please qualify your rebuttals next time, genius.

sincerely,
mr. obvious

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Posted 15 March 2012 at 14:59

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This is what I thought. Werewolves aren't weak because of wasting turns to flip just that they have a CMC of 0 on the flip side. So they die to a splashable board clear that is 2 mana to play and they can use whenever they want. One card is definitely significant since if werewolves had any success then people would just always run 4 ratchet bombs and wreck you.

I think it's a really cool idea though.

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Posted 15 March 2012 at 15:34

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Ratchet bomb owns this deck as does slagstorm/whipflare. Alot of decks are maining this now. Especially with people maining glissa and whatnot now. Wearwolves are bad because ratchet bomb is good. Not because of there energy. Yes wearwolves have a potential turn 4 kill, but either way you look at it. Its still not good engouhg because ratchet bomb is turn 2 and destroys everything you could do.

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Posted 16 March 2012 at 12:15

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My friend, I was looking over your deck again because I'm using it as a guideline for my werewolves, and I'm wondering instead of llanowar elves for a creature mana base, wouldn't scorned villager be better? You get more out of her for her race. She is one extra mana but she is a werewolf. Just a thought :)

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Posted 15 March 2012 at 15:10

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The problem with scorned villager is that her effects are not worth the mana. As a human, it's two mana for the same effect as llanowar elf. For the flipped side, you have vigalance and can tap for two mana, which is better than birds and the elf. However, this deck doesn't need that much mana, so one mana dorks are a better fit than the villager. For combat. at best It's a 2/2 vigalance creature, and that doesnt cut it for playing 2 mana and either casting moonmist or or skipping your turn. Werewolves need to be able to stand on their own as a human and hit hard as a werewolf, and scorned villager doesn't do that.

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Posted 15 March 2012 at 17:48

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I like the one drop elf more than the 2 drop scorned villager. This deck gets it's kick from dropping on turn 2 and 3 the sexy three and four drops. Playing a turn 2 mana excelerant is a turn too slow for what I am going for. Both birds and elves are more vulnerable than a rampant growth and viridian enmisary, but it is the fast temp I am looking for. Slower play gives the opponent more time to deal with the flip.

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Posted 15 March 2012 at 18:08

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I just Extremely like this deck thanks man!

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Posted 15 March 2012 at 21:16

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The reason why wolves aren't played, is because ratchet bomb is played.

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Posted 16 March 2012 at 12:14

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I eat werewolf decks, my sideboard has 4 ratchet bombs to deal with the token army decks wolves are just... lol. >.<

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Posted 16 March 2012 at 15:48

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I totally agree that ratchet bomb is a very good response to wolves. However, I think it is a little harder to play with than you think. So turn 2 game 2 you play ratchet bomb. I can keep wolves unfliped until I can remove said ratchet bomb with naturalize, ancient grudge or beast within. Lets say you don't play anything on your turn so you can ratchet bomb on your next turn. Wolves flip, hit, and then I can potentially play 2 spells to flip back. Very bad to do.
Essentially you need to play ratchet bomb on your turn, hope I don't have removal on my turn but for sure no more werewolves will be coming onto the board, pass your next turn, and then explode at the beginning of my next turn if you want to kill all the wolves.
In essence ratchet bomb says "you can't flip your wolves until you get rid of the bomb." That is very good against this deck, but because it is side board in almost every deck, you can have artifact removal ready to play around it.

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Posted 17 March 2012 at 16:57

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sure sac a ratchet bomb so i can surgically extract it, lmao!!!!!!!

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Posted 22 March 2012 at 23:09

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Glad someone is sticking up for the werewolves! I've been runing something similar with good success, and i would recommend 2x Sword of Body and Mind (seems to freak people out). Perhaps take out the Elves for them.

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Posted 17 March 2012 at 15:42

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Just putting it out there, but what about Blaspemous Act? Can it be a plan to work with the Full Moons Rise?

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Posted 17 March 2012 at 17:44

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The problem for werewolves is mass removal and ratchet bomb. Especially ratchet bomb. If you're depending on flip wolves, you're going to get wrecked against a deck running 4 ratchet bombs and 2-3 rotation Black Sun's or Day of Judgement.

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Posted 17 March 2012 at 23:17

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you dont need that much ramp, swich 2 elves and 2 birds for 4 wiaf/captives

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Posted 18 March 2012 at 00:12

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pretty interesting deck, i just finished my grave titan run deck, its not tourney legal, but it will piss any casual player off, just wondering if any one can give me tips or review of the deck, any criticism would be much appreciated,

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Posted 18 March 2012 at 07:26

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If you're all so f***ing worried about ratchet bomb, then play Phyrexian Revoker!!!

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Posted 18 March 2012 at 09:39

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lol ya. PITHING NEEDLE CREATURE FTW!!!!!!!!!

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Posted 20 March 2012 at 23:03

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I am rocking a werewolf deck right now and it is actually turning heads at the turnys here, they dont expect it to work as well as it does. I rock young wolfs and waifs moon mist and fog people think its no necessary but when you are trying to build your forces against the heavy hitting or agro deck (which happens alot for me) it gets you out of that pinch

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Posted 18 March 2012 at 21:04

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I was having problems with my werewolf deck at one point, but this really helped it out. Thank you sooo much. I finally like rolling with the werewolf deck.

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Posted 19 March 2012 at 14:14

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code_red311 has deleted this comment.

Posted 20 March 2012 at 18:06

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check out my blog!
mtgreviewer.wordpress.com

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Posted 20 March 2012 at 23:14

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i really like this post as i am a fan of running immerwolf in my werewolf deck

check out my deck

http://www.mtgvault.com/ViewDeck.aspx?DeckID=309509

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Posted 21 March 2012 at 02:15

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Excellent deck! I also have to give you props for also joining the "Huntmaster of the Fells isn't a good Werewolf" bandwagon, which I'm attempting to lead :P.

Most werewolf decks are similar to yours, with a few additions/subtractions. The one I made is much slower: No Elves, no Birds. Those two cards are great suggestions, now that I think of it.

I am disappointed, but not surprised that you don't have Mondronen Shaman in this deck. I clearly understand her weak starting body, but her transformation is, in my mind, one of the strongest of all werewolves.

If I were you, I'd take out the Wolfbitten Captive and maybe one Daybreak Ranger for two Shaman's. However, this would make your deck slightly slower and more reliant on Moonmist and Immerwolf. You should probably keep them in there.

One spell that I'd suggest you replace Shock with is Fling. Have you ever been at that situation when you had a 7/7 Wolfblood Pack attack for 11 trample damage, only to lose to an opponent with only 6 life left? Or if your opponent has the brilliant idea of Doom Blading one of your pretties? I love having Fling as a counter to creature destruction and a last-stand kind of card.

Again, it's your choice. That's my only adamant suggestion.

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Posted 25 March 2012 at 19:59

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i´m playing grim lavamancers and a little more spells in order to feed my graveyard instead of the daybreak ranger. I do this because in my local store there are a lot of aggro match-ups and i find that usually the ranger ends up doom bladed or O - ringed, i also run 4 copies of ranger´s guile that help me to protect my guys about the nasty removal and bounce. please check my deck and share your thoughts.

http://www.mtgvault.com/ViewDeck.aspx?DeckID=269362

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Posted 26 March 2012 at 05:07

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ratchet bomb for 0?

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Posted 28 March 2012 at 03:41

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A great New Deck in Standard!

http://www.mtgvault.com/ViewDeck.aspx?DeckID=316019

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Posted 28 March 2012 at 09:48

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check out my heartless summoning birthing pod combo deck please

http://www.mtgvault.com/ViewDeck.aspx?DeckID=308660

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Posted 29 March 2012 at 05:28

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im new to mtg and im trying to build a deck for my gurruck the veil flip card its my favorite so if ay one has any suggestions hit me up

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Posted 30 March 2012 at 07:59

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I recently got back into magic; I was trying to build a woofs deck back when innistrad first came out, gave up on it, but with Immerwolf and a few others this is starting to look a lot stronger. I really like this deck, the balance of mana / aggro / removal, there are some things I might change but it comes down to preference and what you're up against.

What I really like is that someone understands there's actually a psychological side to this game! I used to think wolves were too unreliable as well, until I realized it's more about how you play the cards than what's written on it.

But there's one thing in this discussion that is pissing me off. All the comments of "this deck loses to ratchet bomb or BSZ, everyone is running ratchet bomb". Well everyone runs ratchet bomb because it's great against any aggro that uses a lot of cheap creatures or tokens. So wolves happen to have a flip side that makes them a little more vulnerable?

Oooh, I can Ratchet Bomb with zero counters to kill all woofs, HURR DURR!

WTF HAPPENED TO FULL MOON'S RISE PEOPLE?!
DID I MISS THE PART WHERE THIS CARD WASN'T IN THE DECK?

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Posted 30 March 2012 at 19:12

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I absolutely agree with the statements you make about werewolves. In fact, I ran it at FNM last Friday and so enjoyed one game in particular where some dorks were talking smack about how weak werewolves were (while they played BW tokens) and I ended up winning with a moonmist.

As far as I can tell, every deck has it's strength and weaknesses. Werewolves forces your opponents to play around the flip. And, werewolves stack their abilities very well with each other - so they can become very powerful quite quckly. The downside is its still aggro and there is a ton of creature hate available, so if you're playing wolves - you just have to play around the board sweeps.

I'll link in the list I played once I get a chance to do the input.

All things considered, I really enjoyed playing werewolves...

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Posted 03 April 2012 at 00:24

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As promised, here's my version.

http://www.mtgvault.com/ViewDeck.aspx?DeckID=317495

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Posted 03 April 2012 at 03:26

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why not scorned villager instead of llanowar elves?

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Posted 15 November 2012 at 00:02

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